v3d: Rewrite the color write masks to match CLIF format.

The render_target_* fields gave us pretty(ish) printing, but meant we were
incompatible with CLIF, and had much more verbose code generating them.
This commit is contained in:
Eric Anholt 2018-06-27 15:25:03 -07:00
parent 38172dcba9
commit b65b61cefe
2 changed files with 7 additions and 23 deletions

View file

@ -597,11 +597,7 @@
</packet>
<packet code="87" name="Colour Write Masks">
<field name="Reserved" size="16" start="16" type="uint"/>
<field name="Render Target 3 per colour component write masks" size="4" start="12" type="uint"/>
<field name="Render Target 2 per colour component write masks" size="4" start="8" type="uint"/>
<field name="Render Target 1 per colour component write masks" size="4" start="4" type="uint"/>
<field name="Render Target 0 per colour component write masks" size="4" start="0" type="uint"/>
<field name="Mask" size="32" start="0" type="uint"/>
</packet>
<packet code="88" name="Zero All Centroid Flags" min_ver="41"/>

View file

@ -496,24 +496,12 @@ v3dX(emit_state)(struct pipe_context *pctx)
struct pipe_blend_state *blend = v3d->blend;
cl_emit(&job->bcl, COLOUR_WRITE_MASKS, mask) {
if (blend->independent_blend_enable) {
mask.render_target_0_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[0].colormask, 0);
mask.render_target_1_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[1].colormask, 1);
mask.render_target_2_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[2].colormask, 2);
mask.render_target_3_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[3].colormask, 3);
} else {
mask.render_target_0_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[0].colormask, 0);
mask.render_target_1_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[0].colormask, 1);
mask.render_target_2_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[0].colormask, 2);
mask.render_target_3_per_colour_component_write_masks =
translate_colormask(v3d, blend->rt[0].colormask, 3);
for (int i = 0; i < 4; i++) {
int rt = blend->independent_blend_enable ? i : 0;
int rt_mask = blend->rt[rt].colormask;
mask.mask |= translate_colormask(v3d, rt_mask,
i) << (4 * i);
}
}
}